WIP Wallbuster model. Updated Readme.
This commit is contained in:
parent
1c61161912
commit
9d2103e764
2 changed files with 136 additions and 59 deletions
195
README.md
195
README.md
|
|
@ -6,7 +6,21 @@
|
|||
SWWM GZ brings to GZDoom a "best of" collection of custom weapons I've made for
|
||||
Unreal Tournament, plus many new things that didn't make the cut there.
|
||||
|
||||
This is the very first fully original add-on on top of Doom Tournament.
|
||||
This is the very first fully original mod based on Doom Tournament code.
|
||||
|
||||
---
|
||||
|
||||
## The Player
|
||||
|
||||
In order to save time with modeling and whatnot, there's only one player class
|
||||
with one skin: The Demolitionist. Some cute looking robot who deeply enjoys
|
||||
playing around with all these weapons. The model has some parts that support
|
||||
player colors, which honestly is a major advantage over the uncolored DT and
|
||||
Doomreal models. Their voice type can be configured separately from the
|
||||
player's own gender, by the way.
|
||||
|
||||
Note: Since you're a robutt you pretty much can swim indefinitely and are also
|
||||
inmune to poison.
|
||||
|
||||
---
|
||||
|
||||
|
|
@ -28,7 +42,7 @@ with it.
|
|||
More weapons may be added in future updates, but for now these are the ones
|
||||
planned.
|
||||
|
||||
### Pusher (slot 1), replaces Chainsaw
|
||||
### Pusher (slot 1), replaces Chainsaw, Gauntlets, Timon's Axe
|
||||
|
||||
What was going to be the new melee weapon in Ultra Suite 2, but it never
|
||||
happened. A pimped up jackhammer.
|
||||
|
|
@ -40,7 +54,7 @@ pushes it back out with immense force. This will pretty much pierce a hole
|
|||
through anything, plus there's a random chance you'll lose grip on the weapon
|
||||
and it'll go flying until it hits something.
|
||||
|
||||
### Deep Impact Airblaster (slot 1), replaces Fist
|
||||
### Deep Impact (slot 1), replaces Fist, Staff, Hexen starting weapons
|
||||
|
||||
The signature SWWM melee weapon, an Impact Hammer on steroids.
|
||||
|
||||
|
|
@ -56,7 +70,7 @@ after using secondary fire you will always be without any air for primary.
|
|||
|
||||
Equipped by default on spawned players.
|
||||
|
||||
### Explodium Gun (slot 2), replaces Pistol
|
||||
### Explodium Gun (slot 2), replaces Pistol, Elven Wand, Hexen starting weapons
|
||||
|
||||
Primary firearm, another staple of the series, but more volatile than ever.
|
||||
A pocket rocket, a trusty ol' gun that uses Explodium-filled bullets to wreak
|
||||
|
|
@ -74,7 +88,7 @@ to the ammo left in it.
|
|||
Equipped by default on spawned players. Cannot be dual wielded, that'd just be
|
||||
too much. Has infinite ammo.
|
||||
|
||||
### Spreadgun (slot 3), replaces Shotgun
|
||||
### Spreadgun (slot 3), replaces Shotgun, Ethereal Crossbow, Serpent Staff
|
||||
|
||||
Coming from the Doom modding side of things, this gun really packs a punch, but
|
||||
is kind of unwieldy to use.
|
||||
|
|
@ -86,29 +100,37 @@ Secondary fire switches ammo type for the next shot to be loaded.
|
|||
Reload unloads the current shell and loads a new one. Unspent shells are
|
||||
re-added to their respective ammo type pool.
|
||||
|
||||
The Spreadgun uses 10 gauge ammunition (like the Quadshot), with four types
|
||||
available, with varying spawn rates:
|
||||
The Spreadgun uses 10 gauge ammunition (like the Quadshot).
|
||||
|
||||
### 10Ga shells, replaces Clip / Shells, Wand Crystal / Ethereal Arrows, Flechette, Chaos Device
|
||||
|
||||
Available in the following types, with varying chances of appearing depending
|
||||
on replaced item, may also come in bundles:
|
||||
- Standard shotshell (red). Lots of tiny pellets ready to tear enemies to
|
||||
shreds. The most common spawn.
|
||||
- Slug (green). Concentrated damage in a single, large projectile.
|
||||
shreds. Most common.
|
||||
- Slug (green). Concentrated damage in a single, large projectile. Common.
|
||||
- Dragon's breath (white). Fiery pain in one shot for everything in front of
|
||||
you. Not very effective underwater, but still deals some small heat damage.
|
||||
Rare spawn.
|
||||
Somewhat rare.
|
||||
- Kinylum saltshot (blue). Highly volatile pieces of Kinylum that leave behind
|
||||
a trail of burning plasma. Rare spawn.
|
||||
a trail of burning plasma. Rare.
|
||||
- "Fuck your shit" round (black). A special home-made incendiary ammo type
|
||||
that only an absolute madman would have come up with. Sets everything on
|
||||
fire (potentially including yourself). Very rare spawn.
|
||||
- "The ball" (purple). A big lead ball, 'nuff said.
|
||||
fire (potentially including yourself). Very rare.
|
||||
- "The ball" (purple). A big lead ball, 'nuff said. Somewhat rare.
|
||||
- Golden shell (self-explanatory color). An extremely rare, but very valuable
|
||||
type. Fires a sabot packed with a very dense, high-grade Explodium charge,
|
||||
the shell also contains some gold glitter, but it's just for show. Clearly
|
||||
designed by someone completely insane, and definitely guaranteed to not
|
||||
fail catastrophically and blow up your gun, your hands, your arms, and the
|
||||
rest of your upper body. Unlike the others, this one is only available as a
|
||||
rare drop from boss monsters.
|
||||
rare drop from boss monsters, and as a rare spawn for chaos devices in
|
||||
Heretic and Hexen.
|
||||
|
||||
### Blackmann Wallbuster (slot 4), replaces Super Shotgun
|
||||
The two first standard types will also pop up in Hammerspace Embiggeners and
|
||||
Ammo Fabricators.
|
||||
|
||||
### Wallbuster (slot 4), replaces SSG, Ethereal Crossbow, Frost Shards
|
||||
|
||||
A ludicrously overkill weapon, courtesy of the always-overkill Blackmann Arms.
|
||||
Sporting 5 groups of 5 barrels, for a grand total of 25. Everything in front
|
||||
|
|
@ -142,7 +164,7 @@ better as a list:
|
|||
|
||||
People like to nickname it the "Ballbuster". You'll see why.
|
||||
|
||||
### Eviscerator (slot 5), replaces Chaingun
|
||||
### Eviscerator (slot 5), replaces Chaingun, Dragon Claw, Hammer of Retribution
|
||||
|
||||
The pleasure of shrapnel spamming. Make hot steaming pain rain upon your
|
||||
enemies.
|
||||
|
|
@ -156,7 +178,12 @@ Reload toggles between wide spread (default) and tight spread for primary.
|
|||
|
||||
This weapon made the Unreal Engine cry, so GZDoom may suffer a lot too.
|
||||
|
||||
### Hellblazer (slot 6), replaces Rocket Launcher
|
||||
### Eviscerator shells, replaces Ammo Box, Claw Orb
|
||||
|
||||
Little bundles of fun (in hot lead form) coming in various sizes, either single
|
||||
units or six-packs.
|
||||
|
||||
### Hellblazer (slot 6), replaces Rocket Launcher, Phoenix Rod, Firestorm
|
||||
|
||||
Another signature weapon of the SWWM series. Rebranded to distance itself from
|
||||
its original inspiration.
|
||||
|
|
@ -165,7 +192,17 @@ Primary fire shoots a hot flaming rocket that unleashes hell in a wide area.
|
|||
|
||||
Secondary fire lobs it as a grenade that will bounce around.
|
||||
|
||||
Reload changes the ammo type, there are four options:
|
||||
Reload changes the ammo type, there are four options (see ammo section below).
|
||||
|
||||
Zoom enters scoped mode, for long range shots.
|
||||
|
||||
This thing is more explosive than it looks, so if you're reading this, Icarus,
|
||||
DO NOT use it at close range.
|
||||
|
||||
### Hellblazers, replaces Rockets, Flame Orb
|
||||
|
||||
Ammo for the Hellblazer, comes in various types, and some of them can come in
|
||||
packs. There are four types:
|
||||
- Hellblazer missiles. The standard ammunition, highly explosive.
|
||||
- Hellblazer crackshots. Cluster bombs, all sorts of little bits that fly
|
||||
around after the initial blast, and have some heatseeking to them.
|
||||
|
|
@ -173,12 +210,7 @@ Reload changes the ammo type, there are four options:
|
|||
pretty much everything around itself.
|
||||
- Hellblazer warheads. Frickin' nukes, keep your distance.
|
||||
|
||||
Zoom enters scoped mode, for long range shots.
|
||||
|
||||
This thing is more explosive than it looks, so if you're reading this, Icarus,
|
||||
DO NOT use it at close range.
|
||||
|
||||
### Legacy Sparkster (slot 7), replaces Plasma Rifle
|
||||
### Legacy Sparkster (slot 7), replaces Plasma Rifle, Hellstaff, Arc of Death
|
||||
|
||||
No dicking around with model numbers here. This is a legacy model that uses
|
||||
what's best described as "sentient lightning".
|
||||
|
|
@ -196,11 +228,17 @@ be even shot down.
|
|||
If the beam hits either of the other energy blobs, they will detonate with
|
||||
highly amplified damage and range.
|
||||
|
||||
### Blackmann-Forx Silver Bullet JET (slot 8), replaces Plasma Rifle (rare)
|
||||
### Spark Unit, replaces Cells, Runes
|
||||
|
||||
Ammunition for the Sparkster. These capsules contain a lot of energy despite
|
||||
their small size.
|
||||
|
||||
### Silver Bullet JET (slot 8), replaces Plasma Rifle, Hellstaff, Quietus (hilt)
|
||||
|
||||
A lighter (43kg), higher caliber (1.150 XSB) variant of the original Silver
|
||||
Bullet, with built-in recoil compensation. This thing kills almost everything
|
||||
in one shot, provided you can aim straight.
|
||||
Bullet, with built-in recoil compensation. A joint project of Blackmann Arms
|
||||
and Forx Industries. This thing kills almost everything in one shot, provided
|
||||
you can aim straight.
|
||||
|
||||
Primary fire shoots, duh.
|
||||
|
||||
|
|
@ -214,7 +252,14 @@ Zoom uses the scope. Can be held to go up to 16x.
|
|||
The jet recoil compensators can potentially deal damage to yourself if you
|
||||
don't have any armor, so be careful.
|
||||
|
||||
### Candy Gun (slot 9), replaces BFG9000
|
||||
### 1.150 XSB Bullets, replaces Cells, Runes
|
||||
|
||||
The 1.150 caliber Extreme Super Burst bullets employ an explodium microcharge
|
||||
to be shot with enough energy to reach a relatively high, although still
|
||||
subsonic speed. They are hard to come by, so spawns are scarce, and they won't
|
||||
even pop up in Hammerspace Embiggeners, only on higher tier Fabricators.
|
||||
|
||||
### Candy Gun (slot 9), replaces BFG9000, Firemace, Bloodscourge (stub)
|
||||
|
||||
Coming from an old unreleased weapon mini-mod, the candy gun is like an
|
||||
explodium gun on steroids.
|
||||
|
|
@ -235,7 +280,7 @@ spare guns, by the way.
|
|||
Pickups for this weapon may come in various amounts, from single units to packs
|
||||
of 5 if you're lucky.
|
||||
|
||||
### Ynykron Artifact (slot 0), replaces BFG9000 (rare)
|
||||
### Ynykron Artifact (slot 0), replaces BFG9000, Firemace, Wraithverge (arc)
|
||||
|
||||
Popularly known as the "Death Cannon". One of the four ultimate weapons
|
||||
commissioned by the mad dictator god Nedoshiaan, before his defeat.
|
||||
|
|
@ -272,28 +317,28 @@ except in deathmatch, where they're activated immediately. Healing items are
|
|||
always used immediately if they can heal you or you're about to die (with the
|
||||
lowest tier healing items taking priority). Armor is immediately carried if you
|
||||
don't have any of that type on you, or if your existing armor drains and you
|
||||
have a spare.
|
||||
have a spare. Most powerups can be toggled, unless specified otherwise.
|
||||
|
||||
### Health Nugget, replaces Health Bonus
|
||||
### Health Nugget, replaces Health Bonus, Crystal Vial
|
||||
|
||||
Health nuggets increase health by 5% up to a cap of 2000.
|
||||
|
||||
### Health Tetrahedron, replaces Stimpak
|
||||
### Health Tetrahedron, replaces Stimpak, Crystal Vial (Heretic)
|
||||
|
||||
Health tetrahedrons provide a 50% health boost up to a cap of 1000.
|
||||
|
||||
### Health Cube, replaces Medkit
|
||||
### Health Cube, replaces Medkit, Quartz Flask
|
||||
|
||||
Health cubes provide a 100% health boost up to a cap of 1000.
|
||||
|
||||
### Refresher, replaces Soulsphere
|
||||
### Refresher, replaces Soulsphere, Mystic Urn
|
||||
|
||||
This artifact provides a massive boost of health to 5000, plus a regeneration
|
||||
effect that heals 10% every 5 seconds, for up to 60 seconds, thus it doubles
|
||||
as a powerup. Like other health items, the Refresher is auto-activated if
|
||||
you're about to die, though it sometimes won't be enough to save you.
|
||||
|
||||
### Armor Nugget, replaces Armor Bonus
|
||||
### Armor Nugget, replaces Armor Bonus, Timebomb of the Ancients, Disc of Repulsion
|
||||
|
||||
Cumulative armor items that can increase resistance to all damage by as much
|
||||
as you can find. Each nugget adds 5% to the total. Above 100%, damage gets
|
||||
|
|
@ -302,14 +347,14 @@ The upper cap for these is 500%.
|
|||
|
||||
Protection decreases by a 10% of absorbed damage.
|
||||
|
||||
### Blast Suit, replaces Green Armor
|
||||
### Blast Suit, replaces Green Armor, Silver Shield, Platinum Helm, Mesh Armor
|
||||
|
||||
The blast suit is a nice little light armor which provides a 75% reduction to
|
||||
damage and an additional 50% to splash damage.
|
||||
|
||||
Can handle a total of 5000 damage before breaking.
|
||||
|
||||
### War Armor, replaces Blue Armor
|
||||
### War Armor, replaces Blue Armor, Enchanged Shield, Falcon Shield
|
||||
|
||||
Decent armor, protects very well against all damage. Reduction factors are as
|
||||
follows:
|
||||
|
|
@ -319,13 +364,13 @@ follows:
|
|||
|
||||
The armor can eat up a total of 10000 damage before breaking.
|
||||
|
||||
### Grilled Cheese Sandwich, replaces Megasphere
|
||||
### Grilled Cheese Sandwich, replaces Megasphere, Morph Ovum, Banishment Device
|
||||
|
||||
The ultimate meal. Grants a full 10000 health and magically gives you a full
|
||||
stack of armor nuggets, a blast suit and a war armor. In addition it prevents
|
||||
you from dying at all if it autoactivates on low health.
|
||||
|
||||
### Ghost Artifact, replaces Blur Sphere
|
||||
### Ghost Artifact, replaces Blur Sphere, Shadowsphere, Amulet of Warding
|
||||
|
||||
Actual 100% invisibility guaranteed, a relic from the old UnSX days.
|
||||
|
||||
|
|
@ -334,31 +379,51 @@ still, and just slightly more visible when moving, depending on speed.
|
|||
|
||||
Firing of course nullifies the effect for a while.
|
||||
|
||||
This powerup lasts 60 seconds.
|
||||
This powerup lasts 60 seconds and cannot be toggled.
|
||||
|
||||
### Ragekit, replaces Berserk
|
||||
### Ragekit, replaces Berserk, Tome of Power, Dark Servant, Dragonskin Bracers
|
||||
|
||||
The ragekit is a special item that has some... interesting effects.
|
||||
|
||||
Quadruples damage dealt, doubles movement speed, halves damage taken... and has
|
||||
the side effect of turning you into a screaming beast.
|
||||
|
||||
Ragequit happens after 30 seconds.
|
||||
Ragequit happens after 30 seconds, also cannot be toggled after activation.
|
||||
|
||||
### Gravity suppressor, replaces Radsuit
|
||||
### Gravity suppressor, replaces Radsuit, Wings of Wrath, Boots of Speed
|
||||
|
||||
Continuing with the "replace jump boots with flight" decision in previous mods,
|
||||
this time you'll be getting a proper easy to control antigravity powerup.
|
||||
|
||||
For 60 seconds, you can swim around in the air. Just be careful with height
|
||||
when the effect is about to run out.
|
||||
For 60 seconds, you can fly around in the air at 2x your normal walking speed.
|
||||
Just be careful with height when the effect is about to run out.
|
||||
|
||||
### Fucking Invinciball, replaces Invulnerability
|
||||
### Fucking Invinciball, replaces Invulnerability, Ring of Invincibility, Icon of the Defender
|
||||
|
||||
This thing makes you impervious to pretty much everything excluding the Ynykron
|
||||
Artifact.
|
||||
|
||||
You're fucking invincible for a total of 90 seconds.
|
||||
You're fucking invincible for a total of 90 seconds, cannot be toggled.
|
||||
|
||||
### Hammerspace Embiggener, replaces Backpack, Bag of Holding, Porkalator
|
||||
|
||||
Each of these you pick up increase ammo capacity by half of its base value, up
|
||||
to 10x, and also give you some extra ammo like a normal backpack.
|
||||
|
||||
### Universal Ammo Fabricator, replaces Mana / Krater of Might in Hexen
|
||||
|
||||
Separated into four tiers, they work pretty much like the ammo cubes in Doom
|
||||
Tournament, except they try to "balance" the total ammo given. The max tier
|
||||
fabricator is the only one capable of producing ammo for superweapons.
|
||||
|
||||
### Lamp, replaces Lite-Amp, Torch
|
||||
|
||||
A floating lamp companion, may attract moths. The moths will disperse and
|
||||
attack nearby enemies when toggling it off.
|
||||
|
||||
### Omnisight, replaces Computer Map, Map Scroll
|
||||
|
||||
Reveals the entire layout of the map and shows key locations in the HUD.
|
||||
|
||||
---
|
||||
|
||||
|
|
@ -369,12 +434,27 @@ be configurable.
|
|||
|
||||
### Top left corner
|
||||
|
||||
Chat and critical messages. Max lines of each type configurable, along with
|
||||
their lifespan.
|
||||
Message display, with separate queues for chat, critical messages and
|
||||
obituaries so you won't miss anything important. Max lines of each type are
|
||||
configurable, along with their lifespan.
|
||||
|
||||
### Top right corner
|
||||
|
||||
Obituaries. Same options.
|
||||
Level stats and current score.
|
||||
|
||||
The scoring system is pretty straightforward. Each thing you kill (even if not
|
||||
an enemy) will give you points according to 5x of its base health, rounded up
|
||||
to the nearest multiple of 100, plus these bonuses (in order of application):
|
||||
* x1.25 for an overkill (enemy was gibbed or killed in one shot).
|
||||
* x1.5 for each combo level, up to x8 in steps of x0.5. Kills are considered
|
||||
combos if multiple enemies are killed within 5 seconds of each other.
|
||||
* +1000 for killing an enemy without having taken damage since player start,
|
||||
with extra +100 boosts for consecutive kills.
|
||||
* +20000 if the enemy killed is a boss.
|
||||
* +5000 if you've killed the last enemy in the map.
|
||||
|
||||
Score is currently for show, but it'll have some functionality added later on,
|
||||
perhaps to purchase stuff in a store menu.
|
||||
|
||||
### Bottom left corner
|
||||
|
||||
|
|
@ -403,18 +483,15 @@ smoke clouds, a targeter has been implemented, which will show the following:
|
|||
up below the health bar indicating the cumulative increase/decrease. The
|
||||
targeter only picks up enemies in your direct line of sight and can only show
|
||||
up to 40 individual bars, giving priority to the nearest enemies.
|
||||
* Keys: Key items will be marked and labeled, along with a little distance
|
||||
indicator in map units.
|
||||
* Keys and map exits: If you've picked up an Omnisight, key items and any exit
|
||||
lines will be marked and labeled, along with a little distance indicator in
|
||||
map units. Note that this doesn't work for script-triggered exits.
|
||||
|
||||
These components are toggleable.
|
||||
|
||||
---
|
||||
|
||||
## The Player Classes
|
||||
## The End
|
||||
|
||||
In order to save time with modeling and whatnot, there's only one player class
|
||||
with one skin: The Demolitionist. A rather ambiguous-looking fully suited up
|
||||
individual who deeply enjoys playing around with all these weapons. The model
|
||||
has some parts that support player colors, which honestly is a major advantage
|
||||
over the uncolored DT and Doomreal models. Their voice type can be configured
|
||||
separately from the player's own gender, by the way.
|
||||
This is all the information I can provide on this Readme file for now, stay
|
||||
tuned for more stuff to happen later on.
|
||||
|
|
|
|||
BIN
models/Wallbuster.blend
Normal file
BIN
models/Wallbuster.blend
Normal file
Binary file not shown.
Loading…
Add table
Add a link
Reference in a new issue